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Topic: Pictures of the tracks! (Read 89383 times)

quick break from track making to update my track objects pack that i will release as soon as my tracks are done..or maybe earlier.

still miss some haybales (naked and covered) and don't know what else..

anyway, everything is super low poly to have the least impact possible on performances (the whole scene is 4160 tris, ground plane included)but there's still some room for improvement to go as low as 3000!

Great work Gio, you're a huge asset to this community with what you are bringing. Thank you very much for the hard work you are putting in. Its so great to see a new track builder, Especially knowing some of your tracks from mx sim and seeing the quality there. Enjoy your week bud

So, would it be possible to have a rutted version or, could you run 100+ laps on it and bake the deformation in the final release?just asking, i think that ruts would really add a difficulty in therms of going fast AF *Cough* make sandy crash! *Cough*

So, would it be possible to have a rutted version or, could you run 100+ laps on it and bake the deformation in the final release?just asking, i think that ruts would really add a difficulty in therms of going fast AF *Cough* make sandy crash! *Cough*

I was thinking about this.. I've done the same as I did with redbud and not refreshed the deformation since finishing the heightmap.

It did run amazingly but the last 10 - 20 laps have been an absolute struggle! However I have a couple of suggestions for PiBoSo for the next beta for this so will post in the suggestion thread.